Mod articles
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Starting with the raw relevant numbers of the Institute Laser:
Only mod slots that modify the damage output were analysed.
The tiering system was loosely created based on perk requirements. Tier 0 would be the default weapon as it is. Moving on to tier 1, would be (in general) the mods that do not need you to have the perk, but can be crafted to give better than default bonuses. Tier 2 would require 1 level of the relevant perk, and so on so forth.
The O.G. baseline is the multiplier as seen in the original game files. Immediately apparent is the -0.25 numbers found in the capacitor slots. Linearly speaking, it would suggest that all mods have had a -0.25 applied to their multiplier number.
Staring at the base default gun first, and con... -
1. Overall Design Evolution and Role-Playing Lore Justifications
This mod largely stems from the annoyance that the Institute had somehow managed to design a lousier laser gun. In choosing a benchmark, the combat rifle was used as it seemed suitable to be identified as a damage output comparison. After all why make your own gun if it's not even at least up to par with a top-of-the-line. Especially one that is that bulky. Furthermore, the damage of the laser gun should be better than the "normal" laser gun, otherwise it would have made more sense that there are Institute mods for the "normal" laser gun rather than their own new gun.
Most of the numbers were derived by hunches, and then liberally scaled by only focusing on the per-shot damage. The principle is based on the idea that if we are doing a linear bump of the per-shot damage, then w...